Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 22
  1. #1
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,645
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90

    Dancer Job Actions - Concept

    I love the idea of adding Dancer as a healer and came up with a set of traits and actions to match what kind of a healer Dancer could be, and how it can be different from the current healers we have now.

    Weapon Choice - I'm not 100% set on an idea yet, as someone pointed out my idea might be too heavy. Here's what I see, as well as the suggestion made. Share your thoughts.

    Light Greaves - A weapon to showcase the dancer's legs as their main weapon.

    Tessens/Fans - More dancer-y, and a unique weapon you don't often see in RPGs. The user who suggested this also suggested how Tessens can have Dancer designed with more eastern themes, but I think you could have a number of different fans and gear to style your dancer in a number of ways.

    DNC's damage and cure potency are boosted with dexterity instead of mind and intelligence. Because of how much DNC must fight in order to maximize on healing, I wanted to simplify the difficulty by eliminating cleric stance from a core part of DNC's kit. Instead, DNC will spend most battles in one of two stances, Drain Samba and Aspir Samba.

    Did some edits to now include this bit of information:

    Cross Class options: Thaumaturge / Pugilist

    Actions:

    1 Jive - Deals randomly aspected damage with a potency of 140.
    Animation and elemental damage are selected at random between Fire, Ice, Lightning, Water, Wind, and Earth
    Additional Effect: Consumes TP instead of MP.

    2 Curing Waltz - Restores target’s HP.
    Cure Potency: 250

    4 Dirty Dancing - Deals unaspected damage with a potency of 40.
    Additional Effect: Consumes TP instead of MP.
    Additional Effect: Unaspected damage over time.
    Potency: 35
    Duration: 15s
    Instant Cast

    6 Mystic Waltz - Applies a buff to target and all nearby party members that restores HP to the host when they receive another heal or buff.
    Duration: 30s
    Healing Effect: Restores target’s HP when receiving a heal or buff.
    Cure Potency: 90
    Instant Cast

    8 Slow Dance - Deals unaspected damage with a potency of 100 to target and nearby enemies.
    Additional Effect: Consumes TP instead of MP.
    Additional Effect: Heavy +40%
    Duration: 20s (PVP 8s)

    10 Divine Waltz - Restores own HP and the HP of nearby party members.
    Cure Potency: 160

    12 Earth Blues - Increases the physical and magical defense of target and all nearby party members.
    Duration: 30m
    Does not stack with Protect

    15 Drain Samba - Stance: Restores HP to self and nearby party members every time the user attacks a target while lowering damage dealt by 20%
    Cure Potency: 90
    Cannot be used with Aspir Stance.
    Recast: 5s (Shared with Aspir Samba)

    18 Astral Waltz - Resurrects target to a weakened state.
    Cannot be used when in combat.

    22 Healing Waltz - Removes a single detrimental effect from target.

    26 Curing Waltz II - Restores target’s HP.
    Cure Potency: 450
    Additional Effect: If the target is under the effect of Mystic Waltz, the cure potency of Mystic Waltz received at this time is doubled.

    30 Aspir Samba - Stance: Restores a portion of MP and TP to the user each time the user attacks a target while lowering damage dealt by 20%.
    Cannot be used with Drain Samba.
    Recast: 5s (Shared with Drain Samba)

    30 Magic Mambo - Reduces MP cost and TP cost for all actions to 0.
    Duration: 10s
    Recast: 90s

    34 Polka - Lowers target’s ATK, DEX, and INT by 10%
    Duration: 10s
    Recast: 40s

    35 Chocobo Jig - Grants Haste to self and all nearby party members, boosting attack speed by 10%.
    Duration: 15s
    Recast: 120s

    38 Jive II - Deals randomly aspected damage with a potency of 180.
    Animation and elemental damage are selected at random between Fire, Ice, Lightning, Water, Wind, and Earth
    Additional Effect: Consumes TP instead of MP.

    40 Magical Masque - Reduces damage taken by self and nearby party members by 10% and increases all elemental resistances by 100%
    Duration: 20s
    Recast: 60s

    42 Divine Waltz II - Restores own HP and the HP of nearby party members.
    Cure Potency: 160
    Additional Effect: Increases Defense and Magic Defense by 5%
    Duration: 18s

    45 Quickstep - Lowers target’s evasion by 10%.
    Duration: 30s
    Instant Cast

    46 Chaotic Jive - Deals randomly aspected damage with a potency of 180 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, and 50% less for all remaining enemies.
    Animation and elemental damage are selected at random between Fire, Ice, Lightning, Water, Wind, and Earth
    Additional Effect: Consumes TP instead of MP.

    50 Miracle Waltz - Restores target’s HP.
    Cure Potency: 400
    Additional Effect: If the target is under the effect of Mystic Waltz, the cure potency of Mystic Waltz received at this time is tripled.
    Recast: 90s

    50 Heathan Frolic - Reduce target’s magic defense by 10% and a random elemental resistance to 0.
    Duration: 8s
    Additional Effect: The next Jive ability used will match the element of the reduced elemental defense.
    Recast: 40s

    52 Spectral Dance - Creates a designated area which gradually restores MP and TP to party members.
    Potency: 30
    Duration: 15s
    Recast: 90s

    54 Freestyle - Deals unaspected damage to all nearby enemies with a potency of 130.
    Additional Effect: Restores 200 TP to self and nearby party members.
    Additional Effect: Restores 10% maximum MP to self.
    Recast: 90s

    56 Dirty Dancing II - Deals unaspected damage with a potency of 40
    Additional Effect: Consumes TP instead of MP.
    Additional Effect: Unaspected damage over time.
    Potency: 40
    Duration: 24s

    58 Carnival Cancan - Increases maximum HP of self and nearby party members and restores HP equal to that amount.
    Maximum HP gain is calculated with the caster's vitality.
    Duration: 20s
    Recast: 120s

    60 Contradance - Empowers the user’s next Waltz ability, increasing potency by 100%.
    Duration: 10s (Consumes buff after the next ability is used)
    Recast: 180s

    62 Jive III - Deals randomly aspected damage with a potency of 210.
    Animation and elemental damage are selected at random between Fire, Ice, Lightning, Water, Wind, and Earth
    Additional Effect: Consumes TP instead of MP.

    66 Chaotic Jive II - Deals randomly aspected damage with a potency of 210 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, and 50% less for all remaining enemies.
    Animation and elemental damage are selected at random between Fire, Ice, Lightning, Water, Wind, and Earth
    Additional Effect: Consumes TP instead of MP.

    70 Festival - Applies a shield to self and all nearby party members equal to 50% of the target’s maximum HP.
    Duration: 8s
    Recast: 120s

    Traits:

    8 Enhanced Dexterity - Increases dexterity by 2.

    14 Enhanced Dexterity II - Increases dexterity by 4.

    16 Maim and Mend - Increases base action damage and HP restoration by 10%.

    20 Skillful Waltz - 15% chance that after casting Curing Waltz, the next Divine Waltz will be a critical hit.

    24 Enhanced Dexterity III - Increases dexterity by 6.

    28 Enhanced Astral Waltz - Allows the casting of Astral Waltz while engaged in battle.

    32 Enhanced Magic Mambo - Increases the duration of Magic Mambo to 15s.

    36 Enhanced Polka - Increases the duration of Polka to 20s

    40 Maim and Mend II - Increases base action damage and HP restoration by 30%.

    44 Defensive Waltz - Grants a 20% chance that the physical and magical defense boost from Divine Waltz II will be 10%.

    48 Enhanced Quickstep - Increases evasion loss to 20%

    64 Enhanced Mystic Waltz - Increases the Cure Potency of Mystic Waltz to 120.

    68 Enhanced Chocobo Jig - Decreases recast time for Chocobo Jig to 90s.

    Mystic Waltz acts like a second 'cure' on the target. For example, casting Curing Waltz heals the target for a potency 250 heal, this triggers Mystic Waltz which heals the target for a potency 90 heal. Mystic Waltz can be triggered by heals and buffs received from anyone. If a spell provides both healing and a buff (such as Adloquium or Medica II), Mystic Waltz heals the target only once. HoTs do NOT trigger Mystic Waltz per tick.

    Honestly, I'm not a game designer, so I wouldn't doubt that there are some numbers or concepts in this build that need adjusting. If something feels off, please tell me and I'll adjust the list to make this a better concept.
    (2)
    Last edited by ty_taurus; 10-03-2016 at 07:55 AM. Reason: Error fixing

  2. #2
    Player
    Powe's Avatar
    Join Date
    Jan 2016
    Location
    Guarding Etro's Throne with Lightning
    Posts
    728
    Character
    Hades Pluto
    World
    Gilgamesh
    Main Class
    Summoner Lv 80
    We need some twerking as the aoe attack, some grinding on targets as the single target heals and a rotating split mid air as the aoe heal
    (2)

  3. #3
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I love class/job ideas, and I think dancer would be nice; however, here are some things I wanted to share my views on.

    Weapon: Greaves
    Why would they wear heavy armor, or anything that would hinder their dancing, it doesn't seem like a reasonable weapon for them. Honestly as many other concepts have suggested I would prefer dual tessens as their weapon of choice it would just fit them so well, and SE hasn't added an eastern type dancer to the series as of yet, that type of aesthetic would be awesome. Maybe when we go to Doma they can release an eastern based expansion with the following jobs. Also a lot of people are putting their money that Samurai would be released in the next expansion; however, in my opinion it would be better to add Red Mage next, and Samurai afterward since they are the most requested jobs and they will sell expansions.
    A.) Dancer (Healer) / B.) Shogun (Tank) / C.) Samurai (DPS)

    Jive
    Why does it have elemental damage? elemental affinities have nothing to do with Dancer, and it's not like there is any elemental weakness in this game, it could be a magical non-elemental attack.

    Curing Waltz
    Why does it have such a low potency? there is no reason for any base cure to have a potency of less than 400 since that is standard for all healers. This doesn't have an additional effect such as a (HOT) or anything to warrant such a low potency.

    Mystic Waltz
    While I can see this being the job divine seal I just feel it's unnecessary to have it work on the party members when a self-buff divine seal would be easier to program and it would serve the same purpose of raising the power of your heals. Also what is the point of this being level 4? the class needs more DPS to get to level 15 not so much support when nobody is going to be partying with them. Also a cure potency of 90? what exactly is this a divine seal, a regen either way its really underpowered as either of those effects since regen is a potency of 150, and divine seal is a flat 30% increase.

    Quickstep
    Where's the damage? really the dancer needs more damage also what type of healer do you want them to be? a "melee healer" a "healing overtime" healer, etc.?

    Dirty Dancing
    Why is this much weaker than aero it has lower damage, and a lower duration.

    Divine Waltz
    Why does it have a 50% nerf from Medica is this job so truly overpowered that it requires a 50% less efficient AOE heal.

    Drain Samba
    Instead of making it an annoying recast every minute with a duration of (15s) it could be a stance where your dancing while attacking the enemy. it'll make it a less annoying utility and give you a reason to be in Melee range assuming you want DNC to be a melee healer.

    Curing Waltz II
    So you're giving them such a weak cure at level 2 even weaker than Eos, but at level 22 even before WHM gets cure II you're giving them the strongest cure? it doesn't follow; also a potency of 950 what is the recast of mystic waltz if its less than a minute that is overpowered.

    Slow Dance
    This looks like a level 1 ability, and in addition heavy is such a weak additional effect why not actually give them slow.

    Aspir Samba
    Same response as Draining Samba.

    MP Mambo
    It's a unique effect it could be their SoS; however I would increase duration to 15s.

    Polka
    I can see this as their "virus" spell; however, they really do need damaging spells even a White Mage does more damage than them lol.

    Chocobo Jig
    Overpowered they are able to provide the same two supports of BRD at the same time, as well as a haste on a 2min recast.

    Jive II
    Finally a damaging spell but I'm also noticing that almost none of your damage spells have additional effects.

    Magical Masque
    Super overpowered, maybe if it was one hit on a 10s duration.

    Divine Waltz II
    Same potency as Divine Waltz??? and also OP for an additional effect since you'll basically want to recast it everytime it wears off. So in your concept you'll have a 15% buff for every minute (20s) due to Magical Masque.

    Heathan Frolic
    Elemental Resistance doesn't exist in this game, you can have it provide buffs to certain elements but not every element is really used ingame such as water, air, and thunder is limited.

    Chaotic Jive
    Huh? this is an AOE? also as before element affinities are pointless that's just aesthetics.

    Miracle Waltz
    it has a weaker potency than Curing Waltz II, and your effect of Mystic Waltz would raise it to a cure potency of 1200 its uber overpowered for an enhancement that you have on you for 30s. its a basically a 30s benediction

    Carnival Cancan
    This dance favors warriors, it needs to also be favorable for DRK/PLD.

    Spectral Dance
    So Spectral Dance and Mystic Waltz would make you the best healer in the world? Balance is very important nothing should be able to outbeat a WHM in raw healing power.

    Freestyle
    lol a potency of 300 and reapplying Mystic Waltz just no, now they are the best DPS healer and the best healer lmao. heck they might be better than some DPS jobs.

    Dirty Dancing II
    Double strength of Aero II, yet the first one was weaker they need to have similar properties either they are stronger than the aero line or weaker.

    Contradance
    Mystic Waltz, Freestyle, Contradance just how much power does DNC need? its unnecessary for 3 enhancers that increase potency.

    Chaotic Jive II
    As C.Jive I need more info is this an AOE, is it like that wave attack monks have from WOW? if its a AOE its OP.
    (0)
    Last edited by Brightshadow; 10-01-2016 at 02:14 AM.

  4. #4
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,645
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Brightshadow View Post
    I love class/job ideas, and I think dancer would be nice; however, here are some things I wanted to share my views on.

    Weapon: Greaves
    Why would they wear heavy armor, or anything that would hinder their dancing, it doesn't seem like a reasonable weapon for them. Honestly as many other concepts have suggested I would prefer dual tessens as their weapon of choice it would just fit them so well, and SE hasn't added an eastern type dancer to the series as of yet, that type of aesthetic would be awesome. Maybe when we go to Doma they can release an eastern based expansion with the following jobs. Also a lot of people are putting their money that Samurai would be released in the next expansion; however, in my opinion it would be better to add Red Mage next, and Samurai afterward since they are the most requested jobs and they will sell expansions.
    A.) Dancer (Healer) / B.) Shogun (Tank) / C.) Samurai (DPS)

    Jive
    Why does it have elemental damage? elemental affinities have nothing to do with Dancer, and it's not like there is any elemental weakness in this game, it could be a magical non-elemental attack.
    I'll make a note in the main post of the weapon thing, as I'm not totally sold on my idea either.

    Most of Dancer's kit in this build came from multiple final fantasies. Jive is one of the earliest iterations of the 'Dance' command, coming from Final Fantasy IV: The After Years. Calca is the boy doll counterpart to Brina, and uses the Jive Command to cast random black magic on targets.

    Jive is a shoutout to Calca as well as the 'Dance' command of the early final fantasies being a randomized attack. I designed it in a way where the randomness is mostly cosmetic. Elemental damage, under normal circumstances, makes no difference; however, you can actually do some cool things with elemental resistance in this game, and I think including it in a kit is the healthiest way to do so.

    Chaotic Jive is just Holy or Gravity for the Dancer. It's no different damage wise, and the elemental thing is for the same reasons as Jive.

    This is why Heathan Frolic reduces a random resistance to 0 for 5 seconds along with the magic resistance debuff. It adds a fun little mechanic you can use to get more damage out of Jive when you're DPSing. Adding the 100% buff to Magical Masque also allows for fun instances of it, since it's also a raw damage reducer. High elemental resist grants a very small chance of negating damage entirely from certain elements. You'll use it for the magic damage reduction, but also might get some novelty elemental ignores out of it too.

    Slow Dance is the same as Stone I and Stella, it's there primarily for PvP players.

    I did number crunching on Dirty Dancing and Dirty Dancing II vs Aero, Aero II, and Aero III (remember that WHM still has 3 DoTs while DNC has 2). Aero is base 50 potency with an 18s DoT with a 25 potency. This totals at 200 Potency. Dirty Dancing is a 40 base potency with a 15s Dot of 40 potency, totaling at 240 base potency. So it's actually quite stronger than Aero. I'm concerned if it's a little too strong. Dirty Dancing II is base 50 potency with a base 45 DoT of 24s. It's only slightly stronger than Aero III which has a potency of 50 and a DoT of 40 for 24s.

    Mystic Waltz is a big one... I made it to be the bread and butter of DNC because we need something that has the core elements of a Healer, but also needs to be different than WHM, SCH, and AST. I designed DNC to be a heavy raw mitigation DNC without HoTs or Shields that relied on lots of smaller heals. This is why their base healing is weaker at face value. You should be keeping Mystic Waltz up on your team at all times, meaning every heal and buff is adding 90 potency heals to your team all the time, including their own heals and buffs. This means you're buffing your co-healer's healing output too. This is combined with Drain Samba, which returns healing to players attacking the target with the Drain Samba debuff. There are a lot of small heals going on, but I still wanted to include some emergency healing for dire situations. This is the detail that I'm most afraid of, as I really don't know where the goldilocks zone of Potency is for the Mystic Waltz heals, Drain Samba heals, and DNC's base heals. I hope this explanation was much clearer. I'll add this section to my initial post, as I think that might clear things up a bit.

    Aspir Samba was meant to be like Drain Touch, and a main source of MP restoration. I'm curious about what you mean by using Drain Samba as a stance though. Do you mean it could be an Aura effect that spikes healing onto your team when they attack the boss as long as you remain in that stance? Please give me the details, as there could be room to make this more clear.

    Miracle Waltz doesn't triple its own potency, but the potency of the heal from Mystic Waltz. If you use it without Mystic Waltz, its a 400 potency instant heal. If you use it with Mystic Waltz, its a 400 potency instant heal alongside a 270 potency heal from Mystic Waltz. I have this wording issue with Curing Waltz II as well. The double on Curing Waltz II is also just on the Mystic Waltz buff.

    I agree that Spectral Dance might be out of place. I wanted something that was different from Asylum, Sacred Soil, and Collective Unconscious but wasn't sure what would be best. Got any suggestions for something different and more balanced?

    As for Freestyle, I just used Assize as a base reference. I wanted a way to reapply your Mystic Waltz and Drain Samba if they're down at the same time, but the damage isn't really the main aspect. I'll knock it down in potency if that helps.

    Contradance was designed as an emergency heal, which is why I gave it the massive recast time.
    (1)
    Last edited by ty_taurus; 10-01-2016 at 03:06 AM. Reason: length

  5. #5
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by ty_taurus View Post
    I'll make a note in the main post of the weapon thing, as I'm not totally sold on my idea either.

    Most of Dancer's kit in this build came from multiple final fantasies. Jive is one of the earliest iterations of the 'Dance' command, coming from Final Fantasy IV: The After Years. Calca is the boy doll counterpart to Brina, and uses the Jive Command to cast random black magic on targets. Jive is a shoutout to Calca as well as the 'Dance' command of the early final fantasies being a randomized attack. I designed it in a way where the randomness is mostly cosmetic. Elemental damage, under normal circumstances, makes no difference; however, you can actually do some cool things with elemental resistance in this game, and I think including it in a kit is the healthiest way to do so..
    Aesthetic wise that's fine I guess, but why not add a random additional effect with the associate elements since elemental properties don't basically matter in this game. (Ice-slow, fire-addle, thunder-stun, water-poison, etc.) something unique and AST with stella I think was just a lack of ideas in SE part since stella is basically just the additional effect of stone.


    Chaotic Jive is just Holy or Gravity for the Dancer. It's no different damage wise, and the elemental thing is for the same reasons as Jive.
    Nevermind, I got confused your right it's like Holy and Gravity; however, it should have an additional effect something different than elemental damage.

    This is why Heathan Frolic reduces a random resistance to 0 for 5 seconds along with the magic resistance debuff. It adds a fun little mechanic you can use to get more damage out of Jive when you're DPSing. Adding the 100% buff to Magical Masque also allows for fun instances of it, since it's also a raw damage reducer. High elemental resist grants a very small chance of negating damage entirely from certain elements. You'll use it for the magic damage reduction, but also might get some novelty elemental ignores out of it too.
    I get that you want to add elemental weakness/strengths to DNC but wouldn't that be better for a new pure magic DPS like Geomancer that uses strategy with their nukes. Your basically adding another worry into their DPS kit while they should focus on healing. AST already tend to ignore their healing while digging for the right cards.

    Slow Dance is the same as Stone I and Stella, it's there primarily for PvP players.
    Already commented on Jive (Stella).

    I did number crunching on Dirty Dancing and Dirty Dancing II vs Aero, Aero II, and Aero III (remember that WHM still has 3 DoTs while DNC has 2). Aero is base 50 potency with an 18s DoT with a 25 potency. This totals at 200 Potency. Dirty Dancing is a 40 base potency with a 15s Dot of 40 potency, totaling at 240 base potency. So it's actually quite stronger than Aero. I'm concerned if it's a little too strong. Dirty Dancing II is base 50 potency with a base 45 DoT of 24s. It's only slightly stronger than Aero III which has a potency of 50 and a DoT of 40 for 24s.
    I guess it's fine but I still think Tier I should be on par or stronger than aero I.

    Mystic Waltz is a big one... I made it to be the bread and butter of DNC because we need something that has the core elements of a Healer, but also needs to be different than WHM, SCH, and AST. I designed DNC to be a heavy raw mitigation DNC without HoTs or Shields that relied on lots of smaller heals. This is why their base healing is weaker at face value. You should be keeping Mystic Waltz up on your team at all times, meaning every heal and buff is adding 90 potency heals to your team all the time, including their own heals and buffs. This means you're buffing your co-healer's healing output too. This is combined with Drain Samba, which returns healing to players attacking the target with the Drain Samba debuff. There are a lot of small heals going on, but I still wanted to include some emergency healing for dire situations. This is the detail that I'm most afraid of, as I really don't know where the goldilocks zone of Potency is for the Mystic Waltz heals, Drain Samba heals, and DNC's base heals. I hope this explanation was much clearer. I'll add this section to my initial post, as I think that might clear things up a bit.
    So their unique mechanic is mantra I'm sorry just having a bit of a rough time understanding it looks like a divine seal but on the targets. Whats the cure potency for because your heals are doubled/tripled when used under this effect?

    Aspir Samba was meant to be like Drain Touch, and a main source of MP restoration. I'm curious about what you mean by using Drain Samba as a stance though. Do you mean it could be an Aura effect that spikes healing onto your team when they attack the boss as long as you remain in that stance? Please give me the details, as there could be room to make this more clear.
    Well I didn't know if this was a melee healer so the concept of making Aspir/Drain samba a stance is basically making it an automatic HOT based on your attacks. but like the drain samba of FFXI if you stop attacking the mob the healing stops. But if your dancer isn't a melee healer than you could make it a debuff that you cast on the mob I guess.

    Miracle Waltz doesn't triple its own potency, but the potency of the heal from Mystic Waltz. If you use it without Mystic Waltz, its a 400 potency instant heal. If you use it with Mystic Waltz, its a 400 potency instant heal alongside a 270 potency heal from Mystic Waltz. I have this wording issue with Curing Waltz II as well. The double on Curing Waltz II is also just on the Mystic Waltz buff.
    Ah, I understand now its a wording issue. Basically whatever cure you cast mystic waltz would also cast a 90potency cure depending on the bonus from the cure now I understand well I guess that's fine.

    I agree that Spectral Dance might be out of place. I wanted something that was different from Asylum, Sacred Soil, and Collective Unconscious but wasn't sure what would be best. Got any suggestions for something different and more balanced?
    It's fine since Mystic Waltz isn't divine seal as I thought lol. only thing I would suggest is something more unique the healers don't have to be copies of each other that's something I think SE should rid their minds of. they need healers that are completely different like how SCH & WHM were in 2.0-3.0 and honestly with the problems they have had with AST copying whm/sch and the lack of interest thanks to the unimaginable problems with the job they might go that route in the future.

    As for Freestyle, I just used Assize as a base reference. I wanted a way to reapply your Mystic Waltz and Drain Samba if they're down at the same time, but the damage isn't really the main aspect. I'll knock it down in potency if that helps.
    Potency is fine, its the misunderstanding on mystic waltz (thought it was divine seal)

    Contradance was designed as an emergency heal, which is why I gave it the massive recast time.
    Actually since Mystic Waltz isn't a divine seal I would raise the potency to 100% lol.
    (0)
    Last edited by Brightshadow; 10-01-2016 at 03:42 AM.

  6. #6
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,645
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    I see, I'm gonna play with the wording of Mystic Waltz to make it more clear. That's a huge issue that needs to be 100% obvious.

    I'm interested in the stances concept. I imagine you mean that Drain Samba would heal allies attacking your target as long as you're attacking them, like a short debuff of 5 seconds that is continuously applied to all enemies you damage. Aspire Samba would be to restore your MP while you attack your target. The big issue with this idea is that it's a very DPS reliant Healer, and I'm not sure the developers would be okay with that. I like the idea, but I think the whole kit would need a lot of work to work around it.

    I was thinking the Dancer's DPS could be melee range, but wasn't thinking that far ahead. If you or anyone else wants to think about how that could be balanced for XIV, I'd love to hear the details.

    I also agree that we don't need to stick too heavily to the mold with things like Spectral Dance. A ground AoE does actually fit quite well with the concept of a DNC though. The first name I gave that spell was 'Dance Floor' actually, but I thought it sounded bad. How does moving the MP/TP Refresh from Chocobo Jig as the benefits of Spectral Dance and make Chocobo Jig just the Attack Speed Boost. The original reason I compiled those two was because of how some players complain that attack speed boosts from AST's Arrow Card make them run out of TP faster, or how BLMs Can run out of their MP faster, and thus get off 1 less fire spell before needing to switch to Blizzards. I wanted to counter that.
    (0)
    Last edited by ty_taurus; 10-01-2016 at 04:01 AM.

  7. #7
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I'm interested in the stances concept. I imagine you mean that Drain Samba would heal allies attacking your target as long as you're attacking them, like a short debuff of 5 seconds that is continuously applied to all enemies you damage. Aspire Samba would be to restore your MP while you attack your target. The big issue with this idea is that it's a very DPS reliant Healer, and I'm not sure the developers would be okay with that. I like the idea, but I think the whole kit would need a lot of work to work around it.
    No my idea of the samba would be stances that would transform a portion of your DPS into a AOE heal to the party based on your DPS so no debuff is needed just you damaging the enemy. and its a stance because you'll be dancing and jiving while hitting the enemy and to prevent overhealing. think of bloodbath but instead of healing just you it'll heal the party member with the lowest HP or create an AOE healing effect for the party. I might have a old DNC suggestion around let me see if I can link it, you can use any info you want from it ;3

    Nevermind I guess I didn't write any DNC concept but you can use this if you find anything useful ;3

    http://forum.square-enix.com/ffxiv/t...aven-t-Seen%29
    (0)
    Last edited by Brightshadow; 10-01-2016 at 04:04 AM.

  8. #8
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,645
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    That sounds interesting. It would probably need to redo a lot of what's happening in this kit, but I like the concept overall.

    I'm thinking for XIV it would need to be a DPS debuff on yourself that provided healing to all nearby party members of yourself every time you land a hit. This would mean upping the DPS potencies a little to compensate for lost damage so that DNC wouldn't be behind the other healers in DPS getting a power boost after cleric stance. But I imagine good DNCs would be DPSing more often because of that heal, so not enough of a boost to make the damage after the debuff on par with other healers. It should be a little less to compensate for the consistency. This also bodes the question, will DNC need cleric stance to do damage? Maybe all their healing and damage should spin off of dexterity instead of mind and intelligence? That way they can focus on Drain and Aspir Samba?

    *Made some significant changes to work with the Drain Samba and Aspir Samba stances, which I think give DNC a much stronger identity than it had with my original design. I lowered damage potencies across the board for an important reason, though. I made DNC build off Dexterity instead of Mind and Intelligence for damage, meaning they have full cure potency and damage at the same time instead of needing cleric stance AND their auto attacks will also be respectable. There's no reason players can't play outside of Drain Samba and Aspir Samba, meaning they don't have the damage penalty when outside of their stances. DNC shouldn't be a DPS class that can heal, otherwise it would decimate the other healers, so I wanted to make sure their numbers would be safe.*
    (0)
    Last edited by ty_taurus; 10-01-2016 at 04:46 AM.

  9. 10-01-2016 05:03 AM

  10. #9
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,645
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Still open for discussion if anyone wants to bring up things they like/don't like about these actions and traits.
    (0)

  11. #10
    Player Miles_Maelstrom's Avatar
    Join Date
    Aug 2013
    Location
    Idylshire
    Posts
    448
    Character
    Miles Maelstrom
    World
    Gilgamesh
    Main Class
    Scholar Lv 80
    One thing that bothers me with this. Gear sharing. Would dancer have its own unique gear set. Besides the fact I am not a fan of it not being able to share with the other healers. Do you envision your concept of dancer sharing gear with ninjas?

    Also find the cross class wierd. Having a healer without access to stone skin and protection is odd. Means you can never have two heal one group, and if a full party got double dancer in duty finder they'd be at a substantial disadvantage. I think healers have resigned to forever have cross class of CNJ/THM. Not without the class having their own version of protection or swift cast.
    (1)

Page 1 of 3 1 2 3 LastLast

Tags for this Thread